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Priest of Pharasma

Yebng's page

Goblin Squad Member. 173 posts. No reviews. No lists. 1 wishlist.


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I'm currently playing a Half-Orc Reanimated Medium/Bloodrager, obviously focusing on the champion build and I really like it. I'm confused by one thing however, the influence penalty to caster level, does that effect all spellcasting classes or just his caster level as a medium?

lemeres wrote:
Yebng wrote:
If you use the variant multiclass rules from unchained and put barbarian as your secondary you can grab rage without sacrificing levels of druid. can do that anyway. The goliath druid includes the rage domain as one of its options.

But that will cost you your animal companion, whom you are specifically allowed to cast enlarge person on, for that large, flanking, friend at level 1....

If you use the variant multiclass rules from unchained and put barbarian as your secondary you can grab rage without sacrificing levels of druid.

Tarantula wrote:

Deflect arrows is a feat, with both prerequisites and usage requirements (hand free) which only works for attacks directed at yourself.

You cannot ready an action to "When the archer shoots his bow, I want to move in front of him, and grab the arrow out of the air." Even if you have the deflect or snatch arrows feats, the attack wasn't aimed at you, so you can't deflect/snatch the arrow.

Ready action move is fine. Ready action move and do something else is not. You can only ready a standard, move, swift, or free action. You can also take a 5' step as part of it. You cannot ready a move and standard action.

At best, the character could provide soft cover to the origin point the spellcaster is targeting by moving in the way. The spellcaster then would have to make a ranged touch attack against the grid intersection. AC 5 + soft cover + 4 = AC 9. If the spellcaster happened to have improved precise shot, that would drop back to AC 5.

What about a Kasatha Bow Nomad? Their version of deflect arrows allows them to deflect any ranged attack within 30ft of them, without rolling. which moves the question in this one, very limited, instance to is a fireball considered a ranged attack? If so Kasathans just became ridiculous.

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Color me ridiculously intrigued.

Goblin Squad Member

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Ryan Dancey wrote:

We use the same definition that the general consensus of the MMO community uses: pay to win means purchasing a meaningful mechanical advantage not otherwise available via in-game mechanics.

Certainly we will sell some things that are useful, and great to own. We want to make valuable items available for sale to those players with the interest and ability to buy them. Our commitment is and has been that such things won't provide a meaningful mechanical advantage that you cannot get just by playing the game.

We also are going to avoid selling things that are likely to materially disrupt the market for player-character crafted goods or block areas of the harvesting/refining/crafting system from being good investments of time and effort.

So in your opinion, the ability to harvest and protect more resources per outing doesn't count as a mechanical advantage? The ability to remove yourself from the world by ducking into a smallholding if you get attacked is not a mechanical advantage either? I'm sorry but these items are pay to win. They drastically increase a players survivability and profitability. Player housing should be player built, player bought, player sold, and player traded. Premium items should only be aesthetic or they lead to a pay to win culture. Power creep happens, and will likely happen with your premium items as you try to entice future purchases. I'm an early enrollee and this announcement has deeply disappointed me.

Goblin Squad Member

any chance we can get a compilation of alpha twitch links?

Super helpful, I'll reference this when my party jumps ahead and impale themselves on too difficult of a level

Goblin Squad Member

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I asked this once but it got buried.

What if you belong to multiple companies?

Will you always count as your primary or once your primary has a tower under control if you stand in another capture circle are you gaining points for your secondary?

Can a group be in 3 companies all tied to the same settlement, thus having 1 group (if its large enough) pull 3 towers (one for the primary company, one for the secondary company, and one for their third company)?

edit-great minds warstein...

Goblin Squad Member

Will we be able to belong to 3 companies on day 1, could I potentially be contributing to the training level of three different settlements? What if 1 company I belong to is fighting another company I belong to for control of the same tower? Will my presence contribute only to the higher priority company?

bump, bump, bump it up and/or can we do this now?

Goblin Squad Member

I use other books and paper to hide stuff on maps, and lots of them.

Goblin Squad Member

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Conveniently most people considering necromancer characters probably aren't deeply upset over a slide towards evil. Plus there should be enough good/neutral actions as to make the evil slide from a spell cast moot.

Goblin Squad Member

I'm gonna have a lot of fun as a cleric of Norgorber.

eldritch heritage won't come into play until something like 13th level. dice rolls don't matter she already gave you the only stat that matters. looking into a solution for you....

edit* is blood rager pfs legal currently, I didn't think the book had come out yet.

Goblin Squad Member

well done Darcnes, count me in.

Goblin Squad Member

Perfect, count me among your members. I envision this as a group that has the potential to trade in all settlements regardless of settlement alignment. This will be either the second or third company for my main.

Goblin Squad Member

Do we have some well respected TN mercantile companies? I'm looking for a second and third company to be part of for my main crafter.

Goblin Squad Member

My guess is that any settlement with a large number of ranger types with a variety of knowledge skills (as knowledge skills will apparently affect mob drops) will create an enticing local for crafters.

Precisely why I plan to make just such a character as my alt. I'm hoping that mob drops will be the best method for farming the alchemical ingredients my main intends to use.

Goblin Squad Member

I just hope GW implements poisons as a consumable as opposed to an "class" ability

Anyone know how prominent this tale will be in the PFO lore seeing as how its also a backer gift?

Goblin Squad Member

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new recruit to UNC, glad to be with such an organized group

Goblin Squad Member

just joined up with UNC, should be entertaining

Goblin Squad Member

Just joined on your main site, looking forward to it

Goblin Squad Member

What variety of consumables will be craftable? I'm assuming arrows and shuriken, and crossbolts but what of poisons, traps, sunrods, and other alchemical items?

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I just voted for an item requiring "for"

and sadly it keeps winning

Same item 3 times in under 30 pairings...

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Mudfoot wrote:
The decanter produces 5 gallons per second, or 22 litres. . .

Certainly not world ending but an interesting thought came to mind, waterwheel automobiles, how fast could one reasonably travel? (the roads would all have to run off into irrigation channels)

I'm experimenting with the shadowdancer and various builds, this is just one that I was looking for rule clarification on. As a player I don't really see much difference between losing your abilities when you lose your weapon and losing your abilities when you lose your spellbook or component pouch, effectively i see that as something to RP not something that would diminish the game in any way.

More or less as the title says. Does the 4th level ability of the Duelist, Combat Reflexes, count as the feat for the Shadowdancer's prerequisites?

muleback cords will counter your encumbrance problem, and they're really cheap

yeah but the increased DR rage power isn't asking you to allocate all of your rage powers just to achieve it, I read it as adding DR, though I too am curious for a real answer.

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I'm not super impressed with the mythic ruleset, and while the dual initiative is tempting, i don't want to introduce mythic rules when i have no intention of implementing them for the players

a floating island within the lair, stone to flesh arcane traps, i'm sure i'll think of more

delay of game, the gunslinger (who is both the most experienced player and the party's biggest damage dealer) was busy larping some zombies.

so now I have more time to fine tune the encounter.

sadly OmniBlock the story is mostly set in so much as terrain is concerned, but I could probably add an underground lake for the hydra to retreat to in order to heal up, cause that's a fantastic idea and the party has no druid to wildshape and give chase.

what other ideas do you guys have? remember i'm looking for deadly but winnable.

luckily all the dark folk use poison so fort saves will be present in mass.

I did consider the pyrohydra, but the party just finished a fight with some flame drakes and I don't want to hit them with the same trick twice in a row, the warden hydra meshes well with the dark folk and has a lot of unique abilities the party won't expect

They'll deal with the dancer at a later time, I'm gonna make him a recurring villain that levels as the party does, but this will be a hell of an intro for the dark folk

The game is Friday so I'll be sure to update you after then.

Nice, I think I'll leave out the dark dancer though, I'm gonna take him and add some bard levels then make him the leader the party thinks they understand.

I'll still be tied on action economy with the 6 other dark folk and the hydra, and with the caller's deeper darkness the dark folks see in darkness and the warden hydra has blindsense and blind-fight we should still have an interesting fight.

Thinking a stinking cloud or create pit within the deeper darkness will be potent as well.

This particular hydra, has been captured in the wild and raised/beaten into a very big and mean guard dog for an underground compound in the center of a city, so story wise the boggards don't fit, however i like the idea of some minions, maybe the hydra's handlers, though not sure what they should be, it's much more the guardian of a secret thieves guild type organization.

Edit: Just found the dark caller/stalker/slayers what's your take on putting one each of the caller and stalker and then 3 slayers?

Hey all

So, I'm trying to put together a fairly epic hydra fight in a campaign I'm running, but I'm having difficulty deciding how to build it. The party is a large group (6-7 players) of wildly differing skill all running 25 point buy 5th level characters ranging many different races. There is an optimized pistollero gunslinger, an strength heavy fighter, a slightly insane blackblade/kensai magus/monk(too many voices in his head), a frail but effective wizard, a life oracle, a ronin samurai, and a rouge. The story isn't key but the fight set up is there is a large explosion leading to a sizable cave-in out of which will crawl this hydra. I want the fight to be tough and should definitely knock out one to two characters but I'm not looking for a wipe.

I'm leaning towards an 8 headed warden hydra which equates to a CR 9 encounter. The warden is a template that I'm sure none of the players have seen before and would be thematically appropriate, but I'm not sure if I'm stacking the deck too much.

Looking for thoughts and opinions. I want the party to be legitimately scared for their characters but make it a still winnable fight.

I never got crazy with them to start with, just did the PFO and Reaper one, both of which i feel were extremely worth it.

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I don't suppose anybody FAQ'd that did they...I prefer not to rely on a house-rule when the general interpretation can swing so wildly, as your two threads show. However I'm glad I could continue your theme of re-asking this question in a new thread just about every year.

I'm thinking that instead of wizard I would go sorcerer but take the Arcane bloodline, I love some of the powers it grants, than make my bonded item a ring with a gem fitting the description for magic jar set in it and then also crafting it up into a ring of charisma, then I need only pick up one item from my body instead of virtually everything, I'll see if maybe I can't talk my gm into letting me take Natural Spell...might need to go amulet instead so that all animals would be able to wear it

do you modify her DC's accordingly? I'm guessing she has some sort of charisma boosting gear on her actual person. That's a good call on the tongues spell, I wouldn't have thought of that, at least not until it was too late. What about spell casting if she's jumps into an animal or some other magical beast that can't speak or make the appropriate somatic gestures?

Wow, now that I started thinking about that, that would also mean that my wizards ring of vast intelligence shouldn't count towards the DC's of any spells cast while possessing the subject of my Magic Jar. That spell has a lot more drawbacks than I had previously considered

Well that certainly puts a kink in the whole use of Magic Jar for disposable casters

Can a wizard who chooses the bonded object for his arcane bond still cast spells normally while possessing another creature with magic jar? Since, "If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell."

The level 10 druid opted not to, and air bubble only lasts min/lvl so while it would work to ease the gunslinger's plight during combat it's not a longterm solution. It's a sandbox game so as long as the party wants to stay near the coast they will, also assuming they succeed in the overall endeavor of artifact recovery the cleric who they will report back to should be able to remove the disease. If they fail I expect them all to become pirates and thus the whole campaign will move into the water.

For the record I settled with afflicting two of the players with lycanthropy, weresharks to be specific, hope they stay near the coast.

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